NPCPhysics_CreateSolver
0x007947a0 · 114 bytes · __cdecl
_Z23NPCPhysics_CreateSolverP11CAI_BaseNPCP11CBaseEntitybf
Decompiled
undefined (4 params)
/* NPCPhysics_CreateSolver(CAI_BaseNPC*, CBaseEntity*, bool, float) */
undefined4
NPCPhysics_CreateSolver(CAI_BaseNPC *param_1,CBaseEntity *param_2,bool param_3,float param_4)
{
char cVar1;
undefined4 uVar2;
if (param_3) {
cVar1 = PhysEntityCollisionsAreDisabled((CBaseEntity *)param_1,param_2);
if (cVar1 != '\0') {
return 0;
}
}
else if (*(float *)(gpGlobals + 0xc) <= *(float *)(param_2 + 0x254)) {
return 0;
}
uVar2 = CPhysicsNPCSolver::Create(param_1,param_2,param_3,param_4);
return uVar2;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.